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Posted

0.9.8

  • Brushes are always created with zero edge size and bevel disabled.
  • Fixed render layers setting not reloading in editor.
  • Fixed navmesh position and rotation not being saved / loaded in scene file.
  • Thanks 1

Let's build cool stuff and have fun. :)

Posted

0.9.8

  • Fixed some problems with player collision. Works really nicely now!
  • Navmeshes loaded from scene files will be invisible by default.
  • Thanks 1

Let's build cool stuff and have fun. :)

Posted

0.9.8

  • Fixed bug where zooming out of flowgraph all the way could cause a crash.
  • Fixed bug where picking an object in editor could cause a crash, under certain conditions.
  • Like 1

Let's build cool stuff and have fun. :)

Posted

0.9.8

  • New C++ components are uploaded in the standalone build. I will update Steam tomorrow, then begin uploading the FPS template.
  • Like 1
  • Thanks 1
  • Upvote 1

Let's build cool stuff and have fun. :)

Posted

0.9.8

  • Environment probe padding now displayed in centimeters.
  • Added some required files for FPS template...it's almost ready.
  • Like 1
  • Thanks 1

Let's build cool stuff and have fun. :)

Posted

0.9.8

  • FPS Game Template added for Pro version on Steam.
  • Standalone users can get the template as a free DLC here: 

A Lua translation of all the required code components is coming.

  • Like 3
  • Thanks 3

Let's build cool stuff and have fun. :)

Posted

0.9.8

  • Default branch updated to the finished version 0.9.8, beta and stable branches are now in sync.
  • A branch is added for the now-archived version 0.9.7.
  • Thanks 1

Let's build cool stuff and have fun. :)

Posted

0.9.8

  • Lua component code is updated to support the FPS game template.
  • Removed Debug launch option in Lua projects.
  • Added Fast Debug and Full Debug launch options.
  • Added initial implementation of Tween class, Lua only at this time. See Bullet.lua and CreateTween().
  • Like 2

Let's build cool stuff and have fun. :)

  • 2 weeks later...
Posted

0.9.9

  • First version of 0.9.9 beta is now available. You must opt into the beta / development branch to get it.
  • Added support for Ogg Vorbis sound files.
  • Added support for MP3 sound files.
  • Added UV unwrapping in the model editor interface.

You will need to add these new search paths to your existing C++ projects:

$(ULTRAENGINE)\Include\Libraries\libvorbis\include
$(ULTRAENGINE)\Include\Libraries\libogg\include

 

  • Like 1

Let's build cool stuff and have fun. :)

Posted

0.9.9

The C++ project template has been updated with the missing include directories. You must still add these in your existing C++ projects.

  • Like 1

Let's build cool stuff and have fun. :)

Posted

0.9.9

  • Initial implementation of LOD tool is added. See Tools > Reduce Mesh in the model editor menu.
  • Only the editor is updated at this time.

image.thumb.png.5279f6012a04520c61371806de000923.png

  • Like 4

Let's build cool stuff and have fun. :)

Posted

0.9.9

  • Add LOD button in Reduce Mesh interface can now be used to add a new level of detail.
  • Clicking on an open submenu that has children will no longer close the menu.
  • Like 1

Let's build cool stuff and have fun. :)

Posted

0.9.9

  • Added ambient occlusion baking.
  • Added material occlusion setting.
  • Separate AO map removed from PBR shader family definition.
  • Some shaders updates are needed to display AO correctly.
  • glTF loader now requires AO map to be stored in the red channel of the metallic roughness map, but this is almost always the case anyways.
  • OGG sound loader will be much faster now with big files.
  • Secret feature is added. Join on Discord tomorrow to learn what it is.
  • Like 3
  • Thanks 1

Let's build cool stuff and have fun. :)

Posted

0.9.9

Updated the material generation feature to work correctly with images exported from Substance Painter. In order for it to fully work, you must modify these settings:

  • Add this value to the end of the list in Tools > Material Generation > Normal map suffixes: normal_opengl
  • Add this value to the end of the list in Tools > Material Generation > Occlision map suffixes: mixed_ao

These have been added to the default settings, but since your settings are already saved you need to define them.

  • Thanks 1

Let's build cool stuff and have fun. :)

Posted

0.9.9

  • New option in Material Generation settings exists to embed textures in a material file. This means instead of having a bunch of DDS files you can just pack it all into a single material file that contains all the textures. Feature is experimental.
  • Added normal scale to material settings. A shader update is required to display this.
  • Thanks 1
  • Upvote 1

Let's build cool stuff and have fun. :)

Posted

0.9.9

  • Editor will now save and load the material normal scale setting.
  • Only the editor is updated at this time.
  • Thanks 1

Let's build cool stuff and have fun. :)

Posted

0.9.9

  • Added Entity:SetGravity, to override the world gravity setting. Default value is Vec3(NAN).
  • Added Entity:SetSoftness method. Default value is 0.1.
  • Added support for loading glTF files that use Google's Draco mesh compression extension. This makes Ultra compatible with Google Earth 3D tiles.

You must add this header search path to your existing C++ projects:

$(ULTRAENGINE)\Include\Libraries\Draco\src

 

  • Like 1
  • Thanks 1

Let's build cool stuff and have fun. :)

Posted

0.9.9

  • NavMesh::PlotPath now has an extra parameter for the maximum number of steps.
  • NavAgent::Navigate() will produce better results now, and return false if a path to the destination point cannot be reached.
  • Added NavAgent::GetDestination(), GetPosition(), GetRotation(), and GetQuaternion().
  • Added Bone::AlignToVector, uses the same arguments as Entity::AlignToVector.
  • Game builds will now correctly load the material normal scale value.
  • Thanks 1

Let's build cool stuff and have fun. :)

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